So apparently multiple money making items (drug labs, plants, stoves, etc) are unbalanced. I'm not really surprised by this at all, since I get very little feedback on what needs nerfing, and what needs buffing. There are multiple factors that should come into balancing a 'money making item': - Time it takes to produce a sellable item (Ie. drug, weed, cocaine, bread, etc). - Risk involved due to explosions or otherwise. (Higher profit if there is a higher chance of the item exploding) - Legal vs Illegal. Legal items should make slightly less money than illegal items. There is less risk involved with legal items as police are unable to confiscate/destroy them. - Economy selling price. Some items should be highly dependent on the economy, some items shouldn't. - Difficulty. Items which are difficult to manufacture should get more money. - Reusability. How many times can you use the "manufacturing item" to make the "sellable item". (This is something that should be properly implemented on all money making items. Ie. Stoves should deteriorate after a certain amount of uses. - Profit. Which relates to everything above. May have left something else. So yeah, please give feedback and discuss.